in vec3 pos; in vec4 nor; /* select flag on the 4th component */ void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); /* Don't draw faces that are selected. */ if (nor.w > 0.0) { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); } else { #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif } }